My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
Versatility
Good
F2P score
RIP

2 problems 3 warnings Why?

Missing cards in your collection

Goblin Machine

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No anti-air splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-ground splash!

You don't have a card, that attacks ground and has splash damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No medium or high-damage spell.

It is good to have one medium or high-damage spell in your deck. You can use it to finish opponent's tower or against units clumped together. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. Consider adding one of these:

Let's fix it!

Let's fix it!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Musketeer Electro Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Missing

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Musketeer Prince Electro Wizard Golden Knight

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Hog Rider

Damage spells

Spells in your deck. Having at least one or two is recommended.

Rage

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Hog Rider Prince Golden Knight

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Missing

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Barbarians Hog Rider Prince

King Tower activation – careful!

Cards that can activate your opponent's king tower when pulled with tornado, placed incorrectly or just countered in a specific way.

Hog Rider Electro Wizard Golden Knight

Swarms & Bait

Bait cards

If you have multiple cards that are countered by the same spell, you can play one card to bait the spell, then you can safely play the other card(s).

Tornado
Hog Rider Guards Prince
Giant Snowball
Barbarians Musketeer Hog Rider Guards
Zap
Guards Prince
Barbarian Barrel
Barbarians Musketeer Guards Electro Wizard
The Log
Barbarians Musketeer Hog Rider Guards Prince
Earthquake
Barbarians Hog Rider Guards
Arrows
Guards
Royal Delivery
Barbarians Musketeer Hog Rider Guards Prince Electro Wizard
Fireball
Barbarians Musketeer Hog Rider Electro Wizard
Poison
Barbarians Musketeer Guards Electro Wizard
Lightning
Musketeer Prince Electro Wizard
Rocket
Barbarians Musketeer Hog Rider Prince

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Missing

Ladder info

Level-independent

Cards that are good even on lower level. Their key stats are not influenced by the level too much and no key interactions are level-dependent.

Rage Guards Prince

Weak when underleveled

Cards that are particularly weak if you have them on lower level. Their key interactions with some cards are changed when they are level or two below the other card.

Barbarians Musketeer Electro Wizard

Free-to-play score

For a quick orientation about how easy it is to level up the deck for free-to-play players. The more epics and legendaries it contains, the lower the score.

RIP

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Rage Guards Musketeer Hog Rider Electro Wizard Golden Knight Barbarians Prince

Shortest cycle

Cheapest 4 cards in the deck to see the cycle potential.

13 Rage Guards Musketeer Hog Rider

Attack Synergies 2 10

Synergy means that these cards work well when played together. They complement each other to make the attacks or defenses more effective. Dimmed cards mean the synergy is not so effective.

Barbarians
Hog Rider
Musketeer
Hog Rider Prince
Hog Rider
Musketeer Rage Barbarians Guards Prince Electro Wizard Golden Knight
Rage
Hog Rider Prince Electro Wizard Golden Knight
Guards
Hog Rider
Prince
Musketeer Hog Rider Rage Electro Wizard
Electro Wizard
Hog Rider Rage Prince
Golden Knight
Hog Rider Rage

Defense Synergies 1 5

Barbarians
Musketeer
Guards Electro Wizard Golden Knight
Hog Rider
Rage
Guards
Musketeer Prince Electro Wizard
Prince
Guards Electro Wizard
Electro Wizard
Musketeer Guards Prince
Golden Knight
Musketeer

Counters

Dimmed cards mean that the counters are only partially effective.

Counters to win conditions

Cards that can defend the main threats your opponent can play.

Musketeer Electro Wizard Golden Knight
Barbarians Musketeer Prince Electro Wizard
Barbarians Prince Musketeer Electro Wizard
Barbarians Prince Musketeer Guards Electro Wizard
Barbarians Prince
Musketeer Guards Electro Wizard
Musketeer Electro Wizard
Barbarians Musketeer Electro Wizard Golden Knight
Barbarians Musketeer Prince
Guards Barbarians Musketeer Prince Electro Wizard
Barbarians Guards Electro Wizard Musketeer
Musketeer Electro Wizard
Barbarians Prince Musketeer Guards Electro Wizard
Barbarians Guards Prince Electro Wizard Golden Knight
Barbarians Prince Electro Wizard
Barbarians Prince Electro Wizard
Barbarians Musketeer Prince Electro Wizard
Barbarians Musketeer Guards Prince Electro Wizard Golden Knight
Barbarians Musketeer Guards Electro Wizard
Barbarians Musketeer Prince Electro Wizard
Barbarians Musketeer Guards Prince Electro Wizard
Guards

Counters to secondary win conditions

Despite not considered win conditions, these cards need to be defended as well.

Barbarians Guards Prince Electro Wizard
Electro Wizard Musketeer Prince
Barbarians Guards Musketeer Prince Electro Wizard Golden Knight
Guards Prince Barbarians Musketeer Electro Wizard
Barbarians Musketeer Guards Prince
Musketeer Electro Wizard
Guards Prince Barbarians Musketeer Electro Wizard
Barbarians Prince
Electro Wizard Barbarians Prince
Barbarians Musketeer Guards
Barbarians Musketeer Guards Prince Golden Knight
Barbarians Guards Prince Electro Wizard
Barbarians Prince Guards Golden Knight
Barbarians Musketeer
Barbarians Guards Electro Wizard Musketeer Prince Golden Knight
Barbarians Musketeer Electro Wizard Golden Knight
Electro Wizard

Counters to defenses

How well your cards can counter all the possible defending cards of your opponent. (Only counters to dangerous defending units are listed.)

Musketeer Guards Golden Knight
Musketeer Electro Wizard Golden Knight
Barbarians Musketeer Guards Prince
Musketeer
Musketeer
Golden Knight
Musketeer Guards Prince Electro Wizard
Musketeer Prince Electro Wizard Golden Knight
Musketeer
Musketeer Golden Knight
Musketeer
Musketeer Prince
Musketeer Golden Knight
Musketeer
Musketeer Prince Electro Wizard
Golden Knight
Musketeer Prince
Musketeer Prince
Barbarians Musketeer
Musketeer Electro Wizard Golden Knight
Musketeer Prince Golden Knight
Musketeer Golden Knight
Musketeer Electro Wizard
Electro Wizard Musketeer Guards
Musketeer
Electro Wizard
Prince
Electro Wizard Barbarians Musketeer Guards Prince
Musketeer Electro Wizard
Musketeer Prince Electro Wizard
Musketeer
Musketeer Prince
Musketeer Guards Electro Wizard Golden Knight
Musketeer Electro Wizard
Musketeer Prince Electro Wizard Golden Knight
Prince

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